Adventures of the Seven Dorks

Into the Summoning Chamber

He's not dead, Jim. Oh hang on, yes he is after all ...

4

JUL/12

Uktar 12th, 1372 DR The Year of Wild Magic

Day 33 – Evening

The Well of Demons: Beyond the Mist

The mist flowing out of the doorway is definitely unnatural – the way it coils along the floor seeming to grasp and claw at our feet is most unnerving. Robb chooses to go in first and scout but upon entering the mist finds himself blinded and deafened so he quickly retreats to report. We tie a rope to his waist in case of deadfalls and arrange a series of signals to indicate if it is safe for others to proceed. Robb once more enters the mist and gropes his way to the other side.

On leaving the mist Robb finds himself in a large dimly lit room and he immediately blends in with the shadows. A giant skeleton blocks a set of stairs leading up to an altar behind which stands a winged gnoll chanting words he reads from a scroll; obviously this must be Maldrick Scar-maker. To his side two slaves are tied up on some sort of symbol which is surrounded by a glowing field which radiates power. Evistro and Barlgula demons also guard the area, wraiths float about near the ceiling and several large urns spill forth rolls of dark fog.

Thinking he will be better hidden inside the fog Robb ventures forth only to find that it conceals creeping tentacles which lash out and attack him as he comes near; this alerts the other creatures who also run in to attack. The sudden violent shuddering and then slackening of the rope tied to Robb tells us that something has gone terribly wrong so we rush through the mist to give aid. Battle is quickly joined by all as the party forces its way into the room and the demons rush to defend their master.

Knowing that the ritual has to be stopped as soon as possible Robb teleports up near the altar and poisons Maldrick with a well-placed blow dart. Cymbalta soon follows, casting his Hunter’s Mist over the altar and then shade steps up to attack the gnoll leader. He also his wilderness mastery to set fire to the scroll in Maldrick’s hands in an attempt to prevent the gnoll mage from being able to complete the summoning spell.

At the entry the Dwarves are being overrun by demons so Sneezy lets loose with his necrotic powered blast and Doc fires up his lightning storm. Unfortunately the former-physician’s aim is not what it used to be and be catches Haggis in the blast temporarily deafening the avenger. Sneezy follows up (on the demons only fortunately) with a blast of flame while Happy, Bashful and the slightly miffed Haggis begin to whittle down the number of opponents.

Cymbalta and Robb are taking a toll on Maldrick and he seeks respite in the fog but falls foul of the tentacles within just as Cymbalta pins the gnoll to the ground with a well-placed shot; perhaps his own creatures will do in the evil mage. Unfortunately their whips do not slow Maldrick down and he lashes out at Robb dealing the Assassin a fatal blow

Devastated by their companion’s death the party redouble their efforts and have at their foes with every skill and power in their arsenal. Fire and lightning rain down on the demons while sword and light blast at the skeleton and arrow after arrow streak towards the mage. The battle is fierce with both sides frantic in their attempts but it is the dwarven brothers and their friends which finally prove the stronger as the party comes out victorious.

With combat over everyone takes a moment to recover, check their injuries and confirm that all of their foes are dead. Searching Maldrick gains several documents and a key, while a chest in the corner garners the party some much needed material rewards.

Plot Devices
Maldrick carries several letters from Paldemar requesting an alliance between the two and details what he would be willing to offer Maldrick in exchange for his supporting Paldemar’s plans to overthrow the Mages of Saruun. Paldemar also states that he has gathered together several powerful magic items to offer up to Vecna to gain blessing from the Undead God of Secrets for the enterprise. Paldemar asks Maldrick to meet him at the Tower of Mysteries, the location of which can be gained by ‘following the key’.

A large silver key is also found on Maldrick. When Sneezy examines the key it seems to try to draw him in a direction to the north of the Well.

Loot

• Happy: Boots of Boundin. Lvl 6 Uncommon 1800g {+2 to Jump, Enc: Jump as if you had a running start}